diff options
author | egladil <egladil@openttd.org> | 2007-11-23 02:44:05 +0000 |
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committer | egladil <egladil@openttd.org> | 2007-11-23 02:44:05 +0000 |
commit | 2ebf50e421c75eedf240b235871b2bb9534d6cf8 (patch) | |
tree | 3b1ce956335dc5ebbf0984361217fe6f5f42c13f /src/video/cocoa | |
parent | 9d3cc5b2718c43e6960733b334682be9e663ba9a (diff) | |
download | openttd-2ebf50e421c75eedf240b235871b2bb9534d6cf8.tar.xz |
(svn r11498) -Add [FS#1411]: [OSX] Added support for using Quartz instead of Quickdraw in windowed mode on OS X 10.4 and higher. Based on a patch by blackis.
Diffstat (limited to 'src/video/cocoa')
-rw-r--r-- | src/video/cocoa/cocoa_v.h | 1 | ||||
-rw-r--r-- | src/video/cocoa/cocoa_v.mm | 7 | ||||
-rw-r--r-- | src/video/cocoa/wnd_quartz.mm | 803 | ||||
-rw-r--r-- | src/video/cocoa/wnd_quickdraw.mm | 21 |
4 files changed, 823 insertions, 9 deletions
diff --git a/src/video/cocoa/cocoa_v.h b/src/video/cocoa/cocoa_v.h index fb53fb2ee..0fdc48645 100644 --- a/src/video/cocoa/cocoa_v.h +++ b/src/video/cocoa/cocoa_v.h @@ -59,6 +59,7 @@ public: extern CocoaSubdriver* _cocoa_subdriver; CocoaSubdriver *QZ_CreateFullscreenSubdriver(int width, int height, int bpp); +CocoaSubdriver *QZ_CreateWindowQuartzSubdriver(int width, int height, int bpp); CocoaSubdriver *QZ_CreateWindowQuickdrawSubdriver(int width, int height, int bpp); void QZ_GameSizeChanged(); diff --git a/src/video/cocoa/cocoa_v.mm b/src/video/cocoa/cocoa_v.mm index 7e09b3d7d..c875bd5a3 100644 --- a/src/video/cocoa/cocoa_v.mm +++ b/src/video/cocoa/cocoa_v.mm @@ -233,7 +233,12 @@ void QZ_GameSizeChanged() static CocoaSubdriver *QZ_CreateWindowSubdriver(int width, int height, int bpp) { - // For now there is only the quickdraw window mode subdriver, but a pure quartz one should be added. + long sysVersion; + + if (Gestalt(gestaltSystemVersion, &sysVersion) == noErr && sysVersion >= 0x1040) { + return QZ_CreateWindowQuartzSubdriver(width, height, bpp); + } + return QZ_CreateWindowQuickdrawSubdriver(width, height, bpp); } diff --git a/src/video/cocoa/wnd_quartz.mm b/src/video/cocoa/wnd_quartz.mm new file mode 100644 index 000000000..28603d8e4 --- /dev/null +++ b/src/video/cocoa/wnd_quartz.mm @@ -0,0 +1,803 @@ +/* $Id$ */ + +/****************************************************************************** + * Cocoa video driver * + * Known things left to do: * + * List available resolutions. * + ******************************************************************************/ + +#ifdef WITH_COCOA + +#include <AvailabilityMacros.h> + +#import <Cocoa/Cocoa.h> +#import <sys/time.h> /* gettimeofday */ +#import <sys/param.h> /* for MAXPATHLEN */ +#import <unistd.h> + +/** + * Important notice regarding all modifications!!!!!!! + * There are certain limitations because the file is objective C++. + * gdb has limitations. + * C++ and objective C code can't be joined in all cases (classes stuff). + * Read http://developer.apple.com/releasenotes/Cocoa/Objective-C++.html for more information. + */ + + +/* Defined in stdbool.h */ +#ifndef __cplusplus +# ifndef __BEOS__ +# undef bool +# undef false +# undef true +# endif +#endif + + +#include "../../stdafx.h" +#include "../../openttd.h" +#include "../../debug.h" +#include "../../macros.h" +#include "../../os/macosx/splash.h" +#include "../../variables.h" +#include "../../gfx.h" +#include "cocoa_v.h" +#include "cocoa_keys.h" +#include "../../blitter/factory.hpp" +#include "../../fileio.h" + +#undef Point +#undef Rect + + +class WindowQuartzSubdriver; + + +/* Subclass of NSWindow to fix genie effect and support resize events */ +@interface OTTD_QuartzWindow : NSWindow { + WindowQuartzSubdriver *driver; +} + +- (void)setDriver:(WindowQuartzSubdriver*)drv; + +- (void)miniaturize:(id)sender; +- (void)display; +- (void)setFrame:(NSRect)frameRect display:(BOOL)flag; +- (void)appDidHide:(NSNotification*)note; +- (void)appWillUnhide:(NSNotification*)note; +- (void)appDidUnhide:(NSNotification*)note; +- (id)initWithContentRect:(NSRect)contentRect styleMask:(unsigned int)styleMask backing:(NSBackingStoreType)backingType defer:(BOOL)flag; +@end + +/* Delegate for our NSWindow to send ask for quit on close */ +@interface OTTD_QuartzWindowDelegate : NSObject{ + WindowQuartzSubdriver *driver; +} + +- (void)setDriver:(WindowQuartzSubdriver*)drv; + +- (BOOL)windowShouldClose:(id)sender; +@end + +/* Subclass of NSView to fix Quartz rendering */ +@interface OTTD_QuartzView : NSView { + WindowQuartzSubdriver *driver; +} + +- (void)setDriver:(WindowQuartzSubdriver*)drv; + +- (void)drawRect:(NSRect)rect; +- (BOOL)isOpaque; +@end + +class WindowQuartzSubdriver: public CocoaSubdriver { + int device_width; + int device_height; + + int window_width; + int window_height; + + int buffer_depth; + + void* pixel_buffer; + void* image_buffer; + + OTTD_QuartzWindow *window; + + #define MAX_DIRTY_RECTS 100 + Rect dirty_rects[MAX_DIRTY_RECTS]; + int num_dirty_rects; + + uint32 palette[256]; + +public: + bool active; + bool setup; + + OTTD_QuartzView* qzview; + CGContextRef cgcontext; + +private: + void GetDeviceInfo(); + + bool SetVideoMode(int width, int height); + + /** + * This function copies 8bpp pixels from the screen buffer in 32bpp windowed mode. + * + * @param left The x coord for the left edge of the box to blit. + * @param top The y coord for the top edge of the box to blit. + * @param right The x coord for the right edge of the box to blit. + * @param bottom The y coord for the bottom edge of the box to blit. + */ + void BlitIndexedToView32(int left, int top, int right, int bottom); + +public: + WindowQuartzSubdriver(int bpp); + virtual ~WindowQuartzSubdriver(); + + virtual void Draw(); + virtual void MakeDirty(int left, int top, int width, int height); + virtual void UpdatePalette(uint first_color, uint num_colors); + + virtual uint ListModes(OTTDPoint* modes, uint max_modes); + + virtual bool ChangeResolution(int w, int h); + + virtual bool IsFullscreen() { return false; } + + virtual int GetWidth() { return window_width; } + virtual int GetHeight() { return window_height; } + virtual void *GetPixelBuffer() { return buffer_depth == 8 ? pixel_buffer : image_buffer; } + + /* Convert local coordinate to window server (CoreGraphics) coordinate */ + virtual CGPoint PrivateLocalToCG(NSPoint* p); + + virtual NSPoint GetMouseLocation(NSEvent *event); + virtual bool MouseIsInsideView(NSPoint *pt); + + virtual bool IsActive() { return active; } + + + void SetPortAlphaOpaque(); + bool WindowResized(); +}; + + +static CGColorSpaceRef QZ_GetCorrectColorSpace() +{ + static CGColorSpaceRef colorSpace = NULL; + + if (colorSpace == NULL) + { + CMProfileRef sysProfile; + + if (CMGetSystemProfile(&sysProfile) == noErr) + { + colorSpace = CGColorSpaceCreateWithPlatformColorSpace(sysProfile); + CMCloseProfile(sysProfile); + } + + assert(colorSpace != NULL); + } + + return colorSpace; +} + + +@implementation OTTD_QuartzWindow + +- (void)setDriver:(WindowQuartzSubdriver*)drv +{ + driver = drv; +} + + +/* we override these methods to fix the miniaturize animation/dock icon bug */ +- (void)miniaturize:(id)sender +{ + /* make the alpha channel opaque so anim won't have holes in it */ + driver->SetPortAlphaOpaque (); + + /* window is hidden now */ + driver->active = false; + + QZ_ShowMouse(); + + [ super miniaturize:sender ]; +} + +- (void)display +{ + /* This method fires just before the window deminaturizes from the Dock. + * We'll save the current visible surface, let the window manager redraw any + * UI elements, and restore the surface. This way, no expose event + * is required, and the deminiaturize works perfectly. + */ + + driver->SetPortAlphaOpaque(); + + /* save current visible surface */ + [ self cacheImageInRect:[ driver->qzview frame ] ]; + + /* let the window manager redraw controls, border, etc */ + [ super display ]; + + /* restore visible surface */ + [ self restoreCachedImage ]; + + /* window is visible again */ + driver->active = true; +} + +- (void)setFrame:(NSRect)frameRect display:(BOOL)flag +{ + [ super setFrame:frameRect display:flag ]; + + /* Don't do anything if the window is currently being created */ + if (driver->setup) return; + + if (!driver->WindowResized()) + error("Cocoa: Failed to resize window."); +} + +- (void)appDidHide:(NSNotification*)note +{ + driver->active = false; +} + + +- (void)appWillUnhide:(NSNotification*)note +{ + driver->SetPortAlphaOpaque (); + + /* save current visible surface */ + [ self cacheImageInRect:[ driver->qzview frame ] ]; +} + +- (void)appDidUnhide:(NSNotification*)note +{ + /* restore cached image, since it may not be current, post expose event too */ + [ self restoreCachedImage ]; + + driver->active = true; +} + + +- (id)initWithContentRect:(NSRect)contentRect styleMask:(unsigned int)styleMask backing:(NSBackingStoreType)backingType defer:(BOOL)flag +{ + /* Make our window subclass receive these application notifications */ + [ [ NSNotificationCenter defaultCenter ] addObserver:self + selector:@selector(appDidHide:) name:NSApplicationDidHideNotification object:NSApp ]; + + [ [ NSNotificationCenter defaultCenter ] addObserver:self + selector:@selector(appDidUnhide:) name:NSApplicationDidUnhideNotification object:NSApp ]; + + [ [ NSNotificationCenter defaultCenter ] addObserver:self + selector:@selector(appWillUnhide:) name:NSApplicationWillUnhideNotification object:NSApp ]; + + return [ super initWithContentRect:contentRect styleMask:styleMask backing:backingType defer:flag ]; +} + +@end + +@implementation OTTD_QuartzWindowDelegate + +- (void)setDriver:(WindowQuartzSubdriver*)drv +{ + driver = drv; +} + +- (BOOL)windowShouldClose:(id)sender +{ + HandleExitGameRequest(); + + return NO; +} + +- (void)windowDidBecomeKey:(NSNotification*)aNotification +{ + driver->active = true; +} + +- (void)windowDidResignKey:(NSNotification*)aNotification +{ + driver->active = false; +} + +- (void)windowDidBecomeMain:(NSNotification*)aNotification +{ + driver->active = true; +} + +- (void)windowDidResignMain:(NSNotification*)aNotification +{ + driver->active = false; +} + +@end + +@implementation OTTD_QuartzView + +- (void)setDriver:(WindowQuartzSubdriver*)drv +{ + driver = drv; +} + + +- (BOOL)isOpaque +{ + return YES; +} + +- (void)drawRect:(NSRect)invalidRect +{ + CGImageRef fullImage; + CGImageRef clippedImage; + NSRect rect; + const NSRect* dirtyRects; + int dirtyRectCount; + int n; + CGRect clipRect; + CGRect blitRect; + uint32 blitArea = 0; + NSRect frameRect = [ self frame ]; + CGContextRef viewContext = (CGContextRef)[ [ NSGraphicsContext currentContext ] graphicsPort ]; + + if (driver->cgcontext == NULL) return; + + CGContextSetShouldAntialias(viewContext, FALSE); + CGContextSetInterpolationQuality(viewContext, kCGInterpolationNone); + + /* The obtained 'rect' is actually a union of all dirty rects, let's ask for an explicit list of rects instead */ + [ self getRectsBeingDrawn:&dirtyRects count:&dirtyRectCount ]; + + /* We need an Image in order to do blitting, but as we don't touch the context between this call and drawing no copying will actually be done here */ + fullImage = CGBitmapContextCreateImage(driver->cgcontext); + + /* Calculate total area we are blitting */ + for (n = 0; n < dirtyRectCount; n++) { + blitArea += dirtyRects[n].size.width * dirtyRects[n].size.height; + } + + /* + * This might be completely stupid, but in my extremely subjective opinion it feels faster + * The point is, if we're blitting less than 50% of the dirty rect union then it's still a good idea to blit each dirty + * rect separately but if we blit more than that, it's just cheaper to blit the entire union in one pass. + * Feel free to remove or find an even better value than 50% ... / blackis + */ + if (blitArea / (float)(invalidRect.size.width * invalidRect.size.height) > 0.5f) { + rect = invalidRect; + + blitRect.origin.x = rect.origin.x; + blitRect.origin.y = rect.origin.y; + blitRect.size.width = rect.size.width; + blitRect.size.height = rect.size.height; + + clipRect.origin.x = rect.origin.x; + clipRect.origin.y = frameRect.size.height - rect.origin.y - rect.size.height; + + clipRect.size.width = rect.size.width; + clipRect.size.height = rect.size.height; + + /* Blit dirty part of image */ + clippedImage = CGImageCreateWithImageInRect(fullImage, clipRect); + CGContextDrawImage(viewContext, blitRect, clippedImage); + CGImageRelease(clippedImage); + } else { + for (n = 0; n < dirtyRectCount; n++) { + rect = dirtyRects[n]; + + blitRect.origin.x = rect.origin.x; + blitRect.origin.y = rect.origin.y; + blitRect.size.width = rect.size.width; + blitRect.size.height = rect.size.height; + + clipRect.origin.x = rect.origin.x; + clipRect.origin.y = frameRect.size.height - rect.origin.y - rect.size.height; + + clipRect.size.width = rect.size.width; + clipRect.size.height = rect.size.height; + + /* Blit dirty part of image */ + clippedImage = CGImageCreateWithImageInRect(fullImage, clipRect); + CGContextDrawImage(viewContext, blitRect, clippedImage); + CGImageRelease(clippedImage); + } + } + + CGImageRelease(fullImage); +} + +@end + + +extern const char _openttd_revision[]; + + +void WindowQuartzSubdriver::GetDeviceInfo() +{ + CFDictionaryRef cur_mode; + + /* Initialize the video settings; this data persists between mode switches */ + cur_mode = CGDisplayCurrentMode(kCGDirectMainDisplay); + + /* Gather some information that is useful to know about the display */ + CFNumberGetValue( + (const __CFNumber*)CFDictionaryGetValue(cur_mode, kCGDisplayWidth), + kCFNumberSInt32Type, &device_width + ); + + CFNumberGetValue( + (const __CFNumber*)CFDictionaryGetValue(cur_mode, kCGDisplayHeight), + kCFNumberSInt32Type, &device_height + ); +} + +bool WindowQuartzSubdriver::SetVideoMode(int width, int height) +{ + char caption[50]; + NSString *nsscaption; + unsigned int style; + NSRect contentRect; + BOOL isCustom = NO; + bool ret; + + setup = true; + + GetDeviceInfo(); + + if (width > device_width) + width = device_width; + if (height > device_height) + height = device_height; + + contentRect = NSMakeRect(0, 0, width, height); + + /* Check if we should recreate the window */ + if (window == nil) { + OTTD_QuartzWindowDelegate *delegate; + + /* Set the window style */ + style = NSTitledWindowMask; + style |= (NSMiniaturizableWindowMask | NSClosableWindowMask); + style |= NSResizableWindowMask; + + /* Manually create a window, avoids having a nib file resource */ + window = [ [ OTTD_QuartzWindow alloc ] + initWithContentRect: contentRect + styleMask: style + backing: NSBackingStoreBuffered + defer: NO ]; + + if (window == nil) { + DEBUG(driver, 0, "Could not create the Cocoa window."); + setup = false; + return false; + } + + [ window setDriver:this ]; + + snprintf(caption, sizeof(caption), "OpenTTD %s", _openttd_revision); + nsscaption = [ [ NSString alloc ] initWithCString:caption ]; + [ window setTitle: nsscaption ]; + [ window setMiniwindowTitle: nsscaption ]; + [ nsscaption release ]; + + [ window setAcceptsMouseMovedEvents: YES ]; + [ window setViewsNeedDisplay: NO ]; + + [ window useOptimizedDrawing: YES ]; + + delegate = [ [ OTTD_QuartzWindowDelegate alloc ] init ]; + [ delegate setDriver: this ]; + [ window setDelegate: [ delegate autorelease ] ]; + } else { + /* We already have a window, just change its size */ + if (!isCustom) { + [ window setContentSize: contentRect.size ]; + + // Ensure frame height - title bar height >= view height + contentRect.size.height = Clamp(height, 0, [ window frame ].size.height - 22 /* 22 is the height of title bar of window*/); + + if (qzview != nil) { + height = contentRect.size.height; + [ qzview setFrameSize: contentRect.size ]; + } + } + } + + window_width = width; + window_height = height; + + [ window center ]; + + /* Only recreate the view if it doesn't already exist */ + if (qzview == nil) { + qzview = [ [ OTTD_QuartzView alloc ] initWithFrame: contentRect ]; + if (qzview == nil) { + DEBUG(driver, 0, "Could not create the Quickdraw view."); + setup = false; + return false; + } + + [ qzview setDriver: this ]; + + [ qzview setAutoresizingMask: NSViewWidthSizable | NSViewHeightSizable ]; + [ window setContentView: qzview ]; + [ qzview release ]; + [ window makeKeyAndOrderFront:nil ]; + } + + ret = WindowResized(); + + UpdatePalette(0, 256); + + setup = false; + + return ret; +} + +void WindowQuartzSubdriver::BlitIndexedToView32(int left, int top, int right, int bottom) +{ + const uint32* pal = palette; + const uint8* src = (uint8*)pixel_buffer; + uint32* dst = (uint32*)image_buffer; + uint width = window_width; + uint pitch = window_width; + int x; + int y; + + for (y = top; y < bottom; y++) { + for (x = left; x < right; x++) { + dst[y * pitch + x] = pal[src[y * width + x]]; + } + } +} + + +WindowQuartzSubdriver::WindowQuartzSubdriver(int bpp) +{ + window_width = 0; + window_height = 0; + buffer_depth = bpp; + image_buffer = NULL; + pixel_buffer = NULL; + active = false; + setup = false; + + window = nil; + qzview = nil; + + cgcontext = NULL; + + num_dirty_rects = MAX_DIRTY_RECTS; +} + +WindowQuartzSubdriver::~WindowQuartzSubdriver() +{ + QZ_ShowMouse(); + + /* Release window mode resources */ + if (window != nil) [ window close ]; + + CGContextRelease(cgcontext); + + free(image_buffer); + free(pixel_buffer); +} + +void WindowQuartzSubdriver::Draw() +{ + int i; + NSRect dirtyrect; + + /* Check if we need to do anything */ + if (num_dirty_rects == 0 || + [ window isMiniaturized ]) { + return; + } + + if (num_dirty_rects >= MAX_DIRTY_RECTS) { + num_dirty_rects = 1; + dirty_rects[0].left = 0; + dirty_rects[0].top = 0; + dirty_rects[0].right = window_width; + dirty_rects[0].bottom = window_height; + } + + /* Build the region of dirty rectangles */ + for (i = 0; i < num_dirty_rects; i++) { + /* We only need to blit in indexed mode since in 32bpp mode the game draws directly to the image. */ + if(buffer_depth == 8) { + BlitIndexedToView32( + dirty_rects[i].left, + dirty_rects[i].top, + dirty_rects[i].right, + dirty_rects[i].bottom + ); + } + + dirtyrect.origin.x = dirty_rects[i].left; + dirtyrect.origin.y = window_height - dirty_rects[i].bottom; + dirtyrect.size.width = dirty_rects[i].right - dirty_rects[i].left; + dirtyrect.size.height = dirty_rects[i].bottom - dirty_rects[i].top; + + /* drawRect will be automatically called by Mac OS X during next update cycle, and then blitting will occur */ + [ qzview setNeedsDisplayInRect: dirtyrect ]; + } + + //DrawResizeIcon(); + + num_dirty_rects = 0; +} + +void WindowQuartzSubdriver::MakeDirty(int left, int top, int width, int height) +{ + if (num_dirty_rects < MAX_DIRTY_RECTS) { + dirty_rects[num_dirty_rects].left = left; + dirty_rects[num_dirty_rects].top = top; + dirty_rects[num_dirty_rects].right = left + width; + dirty_rects[num_dirty_rects].bottom = top + height; + } + num_dirty_rects++; +} + +void WindowQuartzSubdriver::UpdatePalette(uint first_color, uint num_colors) +{ + uint i; + + if (buffer_depth != 8) + return; + + for (i = first_color; i < first_color + num_colors; i++) { + uint32 clr = 0xff000000; + clr |= (uint32)_cur_palette[i].r << 16; + clr |= (uint32)_cur_palette[i].g << 8; + clr |= (uint32)_cur_palette[i].b; + palette[i] = clr; + } + + num_dirty_rects = MAX_DIRTY_RECTS; +} + +uint WindowQuartzSubdriver::ListModes(OTTDPoint* modes, uint max_modes) +{ + if (max_modes == 0) return 0; + + modes[0].x = window_width; + modes[0].y = window_height; + + return 1; +} + +bool WindowQuartzSubdriver::ChangeResolution(int w, int h) +{ + int old_width = window_width; + int old_height = window_height; + + if (SetVideoMode(w, h)) + return true; + + if (old_width != 0 && old_height != 0) + SetVideoMode(old_width, old_height); + + return false; +} + +/* Convert local coordinate to window server (CoreGraphics) coordinate */ +CGPoint WindowQuartzSubdriver::PrivateLocalToCG(NSPoint* p) +{ + CGPoint cgp; + + *p = [ qzview convertPoint:*p toView: nil ]; + *p = [ window convertBaseToScreen:*p ]; + p->y = window_height - p->y; + + cgp.x = p->x; + cgp.y = p->y; + + return cgp; +} + +NSPoint WindowQuartzSubdriver::GetMouseLocation(NSEvent *event) +{ + NSPoint pt; + + pt = [ event locationInWindow ]; + pt = [ qzview convertPoint:pt fromView:nil ]; + + pt.y = window_height - pt.y; + + return pt; +} + +bool WindowQuartzSubdriver::MouseIsInsideView(NSPoint *pt) +{ + return [ qzview mouse:*pt inRect:[ qzview bounds ] ]; +} + + +/* This function makes the *game region* of the window 100% opaque. + * The genie effect uses the alpha component. Otherwise, + * it doesn't seem to matter what value it has. + */ +void WindowQuartzSubdriver::SetPortAlphaOpaque() +{ + uint32* pixels = (uint32*)image_buffer; + uint32 pitch = window_width; + int x, y; + + for (y = 0; y < window_height; y++) + for (x = 0; x < window_width; x++) { + pixels[y * pitch + x] |= 0xFF000000; + } +} + +bool WindowQuartzSubdriver::WindowResized() +{ + if (window == nil || qzview == nil) return true; + + NSRect newframe = [ qzview frame ]; + + window_width = newframe.size.width; + window_height = newframe.size.height; + + /* Create Core Graphics Context */ + free(image_buffer); + image_buffer = (uint32*)malloc(window_width * window_height * 4); + + CGContextRelease(cgcontext); + cgcontext = CGBitmapContextCreate( + image_buffer, // data + window_width, // width + window_height, // height + 8, // bits per component + window_width * 4, // bytes per row + QZ_GetCorrectColorSpace(), // color space + kCGImageAlphaNoneSkipFirst | kCGBitmapByteOrder32Host + ); + + assert(cgcontext != NULL); + CGContextSetShouldAntialias(cgcontext, FALSE); + CGContextSetAllowsAntialiasing(cgcontext, FALSE); + CGContextSetInterpolationQuality(cgcontext, kCGInterpolationNone); + + if (buffer_depth == 8) { + free(pixel_buffer); + pixel_buffer = malloc(window_width * window_height); + if (pixel_buffer == NULL) { + DEBUG(driver, 0, "Failed to allocate pixel buffer"); + return false; + } + } + + QZ_GameSizeChanged(); + + /* Redraw screen */ + num_dirty_rects = MAX_DIRTY_RECTS; + + return true; +} + + +CocoaSubdriver *QZ_CreateWindowQuartzSubdriver(int width, int height, int bpp) +{ + WindowQuartzSubdriver *ret; + + if (bpp != 8 && bpp != 32) { + DEBUG(driver, 0, "The cocoa quartz subdriver only supports 8 and 32 bpp."); + return NULL; + } + + ret = new WindowQuartzSubdriver(bpp); + + if (!ret->ChangeResolution(width, height)) { + delete ret; + return NULL; + } + + return ret; +} + +#endif /* WITH_COCOA */ diff --git a/src/video/cocoa/wnd_quickdraw.mm b/src/video/cocoa/wnd_quickdraw.mm index 592c41d6e..4c125ae38 100644 --- a/src/video/cocoa/wnd_quickdraw.mm +++ b/src/video/cocoa/wnd_quickdraw.mm @@ -54,7 +54,7 @@ class WindowQuickdrawSubdriver; /* Subclass of NSWindow to fix genie effect and support resize events */ -@interface OTTD_QuartzWindow : NSWindow { +@interface OTTD_QuickdrawWindow : NSWindow { WindowQuickdrawSubdriver *driver; } @@ -70,7 +70,7 @@ class WindowQuickdrawSubdriver; @end /* Delegate for our NSWindow to send ask for quit on close */ -@interface OTTD_QuartzWindowDelegate : NSObject{ +@interface OTTD_QuickdrawWindowDelegate : NSObject{ WindowQuickdrawSubdriver *driver; } @@ -93,7 +93,7 @@ class WindowQuickdrawSubdriver: public CocoaSubdriver { void *pixel_buffer; void *window_buffer; - OTTD_QuartzWindow *window; + OTTD_QuickdrawWindow *window; #define MAX_DIRTY_RECTS 100 Rect dirty_rects[MAX_DIRTY_RECTS]; @@ -179,7 +179,7 @@ public: }; -@implementation OTTD_QuartzWindow +@implementation OTTD_QuickdrawWindow - (void)setDriver:(WindowQuickdrawSubdriver*)drv { @@ -275,7 +275,7 @@ public: @end -@implementation OTTD_QuartzWindowDelegate +@implementation OTTD_QuickdrawWindowDelegate - (void)setDriver:(WindowQuickdrawSubdriver*)drv { driver = drv; @@ -390,7 +390,7 @@ bool WindowQuickdrawSubdriver::SetVideoMode(int width, int height) /* Check if we should recreate the window */ if (window == nil) { - OTTD_QuartzWindowDelegate *delegate; + OTTD_QuickdrawWindowDelegate *delegate; /* Set the window style */ style = NSTitledWindowMask; @@ -398,7 +398,7 @@ bool WindowQuickdrawSubdriver::SetVideoMode(int width, int height) style |= NSResizableWindowMask; /* Manually create a window, avoids having a nib file resource */ - window = [ [ OTTD_QuartzWindow alloc ] + window = [ [ OTTD_QuickdrawWindow alloc ] initWithContentRect:contentRect styleMask:style backing:NSBackingStoreBuffered @@ -421,7 +421,7 @@ bool WindowQuickdrawSubdriver::SetVideoMode(int width, int height) [ window setAcceptsMouseMovedEvents:YES ]; [ window setViewsNeedDisplay:NO ]; - delegate = [ [ OTTD_QuartzWindowDelegate alloc ] init ]; + delegate = [ [ OTTD_QuickdrawWindowDelegate alloc ] init ]; [ delegate setDriver:this ]; [ window setDelegate: [ delegate autorelease ] ]; } else { @@ -803,6 +803,11 @@ CocoaSubdriver *QZ_CreateWindowQuickdrawSubdriver(int width, int height, int bpp { WindowQuickdrawSubdriver *ret; + if (bpp != 8 && bpp != 32) { + DEBUG(driver, 0, "The cocoa quickdraw subdriver only supports 8 and 32 bpp."); + return NULL; + } + ret = new WindowQuickdrawSubdriver(bpp); if (!ret->ChangeResolution(width, height)) { |